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A View to a Kill - The Computer Game

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Автор: Argentino Trombin,Chris Palmer,Dan Gouzee(Иллюстрации),Daryl Bowers,David Aubrey-Jones,David Bishop,Gary Burfield-Wallis,Gary Knight,Grant Harrison,Nichola Blades,Robert Ritson,Tony Crowther,Tony Knight
Год: 1985
Издатели: Domark Ltd
Производитель: Softstone Ltd,Tigress Marketing Ltd,Domark Ltd
Языки: 🇬🇧 Английский
Формат: 📼 TZX лента
Требования: 🖥️ ZX Spectrum 48K, 🎮 Курсор, 🎮 Кемпстон джойстик

Ссылки:
Страница на ZXArt
Страница на Virtual TR-DOS
Страница на World Of Spectrum
Страница на Spectrum Computing
Страница на Speccy Screenshot Maps

Скриншоты:
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Описание:
'A View to a Kill - The Computer Game' - это приключенческая игра, выпущенная в 1985 году, основанная на фильме о Джеймсе Бонде с тем же названием. Игроки принимают на себя роль легендарного секретного агента Джеймса Бонда, который отправляется на миссию по предотвращению злодейских планов Макса Зорина. Игра разделена на три основные части, каждая из которых проходит в разных локациях: Париж, Сан-Франциско и шахта в Кремниевой долине.

В первой части, 'Парижская погоня', игроки должны управлять автомобилем по улицам Парижа, чтобы поймать Мэй Дэй, помощницу Зорина, используя комбинацию навыков вождения и стратегического мышления. Игра предлагает уникальную перспективу с видом сверху и элементами реального времени, добавляя сложности, так как игроки соревнуются со временем.

Вторая часть, 'Ратуша', происходит в Сан-Франциско, где Бонд должен выбраться из горящего здания с его спутницей, Стейси. В этой части игры вводится система меню 'утиной охоты', позволяющая игрокам взаимодействовать с окружением, искать полезные предметы и отдавать команды Стейси для обеспечения их выживания.

В финальной части, 'Шахта – Кремниевая долина', раскрывается план Зорина по захвату рынка кремниевых чипов путем вызова геологической катастрофы. Игроки должны пройти по шахте, собрать необходимые предметы и работать с Мэй Дэй, чтобы обезвредить ядерный детонатор. Игра сочетает в себе исследование и решение головоломок, требуя от игроков мыслить как настоящий секретный агент для достижения успеха.



ViewToAKillA.jpg
INSTRUCTIONS

How to Load - Please refer to cassette tape

label.



INTRODUCTION

Your name is Bond - James Bond, the world's

top Secret Agent, and now embarking on one

of the most important missions of your career.

To fail is the worst thing that can happen to you.

Your objective is to discover what dastardly

plan is being hatched by Max Zorin, an unscru-

pulous European electronics magnate, and

prevent him from carrying it out. You learn that

the information you need is in three main lo-

cations. Paris, where you must make contact

with May Day to get a vital clue. The City Hall in

San Francisco, where various secrets are hid-

den, and finally a Silver Mine under Silicon Val-

ley, where you piece together your information

and finally foil Max Zorin - we all hope!



THE CODES

At the end of the first two games you'll be given

a code which you must type in at the start of

each new game. This simply tells the program

how well you've done in the last game, and

passes over various helpful pieces of informa-

tion. You may play any game at any time, but to

be totally successful in the final game you must

have done as well as James Bond himself

would have! This will become apparent as you

play each game. Once you've got the codes,

you can always use them again - the numbers

are not randomly generated each time. How-

ever, you may wish to improve them each time.



THE REAL TIME ELEMENT

Each game is played in real time. You're against

the clock - and good times are passed on via

the code to give you more time in subsequent

games.



YOUR PERFORMANCE

James Bond doesn't exactly die - but he can fail

when you play him! He may irrevocably

damage his car around Paris - or become

engulfed in flames in City Hall. How the real

James Bond gets out of these situations without

your help (some might say interference!) is left

to your imagination. Needless to say, he lives to

fight another day, and you can try, try and try

again.



LIST OF FEATURES

(Different in various games)

Pause - Select this on your menu, and give

yourself a break. Open a bottle of Bollinger

Champagne, or light a Davidoff cigar. Sit back

for thought, and time will stand still.

Abort - So things are a little tricky on this mis-

sion and you want a weekend in Acapulco.

Select Abort on the menus, press 'fire' twice (not

applicable in Paris - you're on holiday anyway)

and pack your bags.

Music - You have a choice of "The James Bond

Theme" by Monty Norman (c) 1962 United Part-

nerships Ltd. Reproduced by permission, or the

hit single "A View to a Kill" by Duran Duran and

John Barry (c) 1985 Tritec Music Ltd/CBS Songs

Ltd. Reproduced by permission at various

points in the game.

Controls - All games may be joystick or key-

board operated.

Speech - You'll hear it at various times - listen

out!



GAME 1: PARIS CHASE

The scene is set:

Bond has been briefed by 'M' and has been

instructed to find out what Max Zorin's plot is all

about. He has lunch in the Eiffel Tower with a

friendly Agent who is killed by May Day. Bond

chases her up the Tower, but she hurls herself

off the top and parachutes to a drop point on

the outskirts of Paris. He leaps onto the top of

the Tower lift and commandeers a taxi at the

bottom. From then on, you take over. You can

follow her movements with the aid of a radio

tracker, which indicates her proximity and her

altitude, and her shadow will pass over your

aerial view. You can see the building in front of

you through the windscreen, and your speed,

the time and your damage is indicated on the

dash-board. Your objective is to reach the cor-

rect drop point exactly at the same time as she

does, but be careful. The winds constantly

change, and her direction may alter at any

time, landing her on any one of a number of

possible drop points.

Along your route you will encounter various

hazards. The street's one way system is indi-

cated by little yellow arrows, and going against

the system may cause the police cars to chase

you. Watch out, they may take a pot shot at you!

The drivers around Paris are fairly reckless,

and the odd Porsche may career into you. There

are barriers to avoid, and brushing into build-

ings will definitely take it out on your blue

Renault. Because Bond never travels without a

pistol, you can use one here to knock out

unwelcome vehicles which may get into your

path. Also, being an expert driver, handbrake

turns are easy for you, and may get you out of

tricky situations!



Controls - for details of joystick or keyboard

controls see the title screen.



In the event that you fail to catch May Day the

game will automatically start again. Maybe

you'll have learnt something! If you do well your

code will be important for use in later games. It

relates your success to the other programs, in a

way that you'll subsequently discover.



GAME 2: CITY HALL

James Bond has travelled to San Francisco in

his search for Max Zorin. Armed with the infor-

mation from May Day he finds him in the City

Hall, but Zorin turns the tables. At gun point,

Bond and his companion, Stacey, are pushed

into the lift, and trapped between floors. In an

effort to finish them off in an "accident", Zorin

sets fire to the top floor of the City Hall, and

leaves. Bond pulls himself out of the lift and

must now get Stacey and himself out of the

burning building. You take over at this point.

Using the "duck shoot" menu system, you can

either move Bond from room to room, or take

action, such as searching, using, dropping or

issuing commands to Stacey. You can also

select the top menu, to collect objects which will

be useful later on. There is however a limit to

what you can carry, so be selective. Your objec-

tive is to find some way of getting Stacey out of

the lift, and fight your way to safety.

You will notice that the fire has started on

your view of the City Hall. This will spread

across with time, and although the odd fire

bucket will slow it down, you've got to move

fast. Unfortunately, if you get too close to the

fire, you become hot and find it difficult to

breathe. This has the effect of flowing your

actions. If the fire catches up with you or you get

into a burning room, you will be totally over-

come, and have to start again. Stacey won't

love you much if you fail her.

To help you in your task, a light will shine on

the plan view of the City Hall to indicate your

location. Once a room has been visited, it will

be marked in colour to show your achievement.

Use door passes correctly, and consider what

items might be helpful in getting Stacey out of

the lift shaft. Once you've got her, don't forget

to hurry to find a way out. It's not as easy as it

seems!



Important. To get out, you're going to need a

set of numbers, which fit into the code holder

you start off with. When filled, this holder must

be set to break the security-locked door at the

bottom right of the City Hall - and that's a long

way!



HOW THE "DUCK SHOOT" WORKS

When you press the fire button, control will be

passed from Bond to the upper part of the duck

shoot menu. Moving left or right will scroll the

objects you are carrying past the selection

point. When you have selected the object, press

the fire button and control will be passed to the

lower menu. If you want to go straight to the

lower menu, select the downward arrow. In the

lower menu you have a number of actions

which can be selected.



These are:

RETURN - Returns control to Bond

SEARCH - Searches the room you are in. Any

object that is in the room will be displayed on

the upper duck shoot. Select the objects you

want to pick up by scrolling the menu and

pressing the fire button.

DROP - Drops the object selected in the upper

menu.

USE - Uses the object selected in the upper

menu.

GIVE - Enables you to give an object to the girl

if she is with you.

STAY - If the girl is with you, then selecting the

picture of her head and this command will

instruct her to stay in the room.

FOLLOW - When selected in conjunction with

the girls head, will instruct her to follow you.

PAUSE - Allows you to Pause the game.

ABORT - If you select this, the lower menu will

flash. If you really want to abort then press the

fire button again. This will return you to the start

of the game.



USEFUL OBJECTS:

GUN AND BULLETS: You will find a gun and

some bullets in the City Hall. Using the gun you

can shoot open the interconnecting doors. To

do this, select the gun and then select the USE

option. It takes two uses of the gun to shoot

open a door. Take care, you will only find a

small number of bullets, don't get too trigger

happy.

DOOR KEYS: These keys are colour coded for

specific doors. They can only be used in the

door for which they are intended.

SECURITY CARDS: These are colour coded for

the doors for which they are intended. N.B. The

yellow card is outlined in black.

CUPBOARD KEYS: Colour coded and can be

used to open locked cupboards.

MINE PASS and GEIGER COUNTER: Get these

and they will aid you in the mine.

You will find many other objects, but you will

have to work out how they can help you or hin-

der you.





GAME 3: THE MINE - SILICON VALLEY

At last, Max Zorin's plan is revealed. As Bond

suspected all along, the evil mastermind of the

electronics empire is intent on capturing the sili-

con chip market. What better way to achieve

this than blowing up the disused mine under

Silicon Valley and set off the geological faults to

send the whole area into the Pacific? Bond

enters the old mine to discover the nuclear

detonator has been set and time is ticking

away. The bomb is in an underground cavern,

and the only way to get it out is to be winched

down. He needs help - and May Day is the only

person strong enough to help him. She may be

Zorin's henchperson, but surely she must rea-

lize the insanity of it all? He must find her and

persuade her to aid him in his effort to save

countless lives and the computer world! This is

where you take over. You're in the mine, and

must use the objects you find and the help you

need to defuse the bomb before it is too late!

As you run through the mine, use the lift to

reach different levels, or climb ropes to get the

various items which will be useful. Sometimes

you may have to tumble into oblivion, but you

can look before you jump. Watch out for the

nasty pits - have you got your grappling hook?

Will the dynamite blow up the section of rock

you want to go through? Have you got what

you need to light it? Will time run out, will the

Pacific's fish meet Silicon Valley's chips? All this

and more awaits you!



Important: When you've found May Day, she

will set off on another route; meet her at the

winching point later on, but make sure you've

freed her before you leave. Your reward for

succeeding is a fitting end for such an accom-

plished super Secret Agent!



MINE DUCK SHOOT

The Mine Duck Shoot works in the same way as

the duck shoot in City Hall. There are some dif-

ferent commands, these are as follows:

GET LIFT: If you are standing next to the lift

shaft then this command will cause the lift to

move to your level.

WINCH DOWN: If you have successfully

assembled all the winch mechanisms and have

rescued MAY DAY then using this command will

cause May Day to winch you down to the

detonator.

WINCH UP: This will cause May Day to winch you

up.



USEFUL OBJECTS

GRAPNEL GUN: using the gun will allow you to

shoot a rope up from your position to whatever is

above. You will then be able to jump onto the rope

and climb it as normal. When you jump off, the rope

will rewind. Take care; you only have a limited num-

ber of charges.

DYNAMITE AND LIGHTER: Both of these objects can

be used in conjunction to blow up certain rocks.

GEIGER COUNTER: If you found this in the City

Hall, it will then be displayed on screen and will

show how close to the bomb you are.

CODE NUMBERS: You will find numbers through-

out the mine, five of these numbers, used in the cor-

rect order, will defuse the detonator. It is possible to

find out which are the correct numbers and se-

quence. But that is a problem worthy of the best

Secret Agent!



--------------------------------------------

Document created by Frode Tennebø, 20070606.
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